/*
 * Copyright (c) 2009 Johnny Mast
 * 
 * Permission is hereby granted, free of charge, to any person
 * obtaining a copy of this software and associated documentation
 * files (the "Software"), to deal in the Software without
 * restriction, including without limitation the rights to use,
 * copy, modify, merge, publish, distribute, sublicense, and/or sell
 * copies of the Software, and to permit persons to whom the
 * Software is furnished to do so, subject to the following
 * conditions:
 
 * The above copyright notice and this permission notice shall be
 * included in all copies or substantial portions of the Software.
 * 
 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
 * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
 * OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
 * NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
 * HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
 * WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
 * OTHER DEALINGS IN THE SOFTWARE.
 */

#import <Foundation/Foundation.h>
#import "GameScene.h"

@class GameScene;

@interface Scenes : NSObject {
	NSMutableDictionary* _Scenes;
	GameScene* _ActiveScene;
	NSString* _nextScene;
	
	// Currently bound texture name
	GLuint currentlyBoundTexture;
	// Current game state
	GLuint currentGameState;

	// Global alpha
	GLfloat globalAlpha;
    // Frames Per Second
    float framesPerSecond;
}

@property(nonatomic, retain) id<GameSceneDelegate> _ActiveScene;
@property(nonatomic, retain) NSMutableDictionary* _Scenes;
@property(nonatomic, retain) NSString* _nextScene;

// Backwards compatability
@property(nonatomic, assign) GLuint currentlyBoundTexture;
@property(nonatomic, assign) GLuint currentGameState;
@property(nonatomic, assign) GLfloat globalAlpha;

+ (Scenes*)SceneManager;

-(void)       flushScenes;
-(void)       setSceneForKey:(NSString*)sceneKey Scene:(GameScene*)Scene;
-(GameScene*) getSceneForKey:(NSString*)sceneKey;
-(void)       setActiveScene:(NSString*)sceneKey;
-(GameScene*) getActiveScene;
-(void)       setNextScene:(NSString *)nextScene;
-(NSString*)  getNextScene;

// Currently unsupported;
- (void)      addSceneWithKey:(NSString*)aSceneKey scene:(GameScene*)Scene;
- (BOOL)      setCurrentSceneToSceneWithKey:(NSString*)aSceneKey;
- (BOOL)      transitionToSceneWithKey:(NSString*)aSceneKey;
@end
